Setup and opening position
Twelve standard picture cards form four three-monster stacks; three power cells receive one card each, a fourth reserve begins empty, and the remaining powers plus two special Jokers form the stock.
Defeat and remove every monster from all four dungeon stacks, regardless of unused power cards that may remain.
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Defeat and remove every monster from all four dungeon stacks, regardless of unused power cards that may remain.
Complete guide
Clear the Dungeon is a complete browser implementation with its own versioned rules profile. Defeat twelve Jack, Queen, and King monsters with two-card power totals and a suit-matching or Joker finishing blow.
Twelve standard picture cards form four three-monster stacks; three power cells receive one card each, a fourth reserve begins empty, and the remaining powers plus two special Jokers form the stock.
Attack a visible monster with two power cards: the first must have value plus ten at least equal to the monster rank, and the first two together must reach that rank. A third card defeats it only when matching the monster's suit or acting as a Joker. Power cards may stack in the reserve, and a new three-card power row is dealt only when all power cells are empty.
Defeat and remove every monster from all four dungeon stacks, regardless of unused power cards that may remain. Read the next monster beneath each current target before choosing a finisher, preserving enough matching suits and numeric power for the final stack layers.
Spend the weakest first two cards that meet a monster's rank, save suit matches for finishing blows, and reserve Jokers for suits that are scarce in upcoming power rows. Reaching the attack total with two cards does not defeat the monster; a separate third finisher of the monster's suit or a Joker is still required.
Defeat and remove every monster from all four dungeon stacks, regardless of unused power cards that may remain.
Attack a visible monster with two power cards: the first must have value plus ten at least equal to the monster rank, and the first two together must reach that rank. A third card defeats it only when matching the monster's suit or acting as a Joker. Power cards may stack in the reserve, and a new three-card power row is dealt only when all power cells are empty.
Spend the weakest first two cards that meet a monster's rank, save suit matches for finishing blows, and reserve Jokers for suits that are scarce in upcoming power rows.